I plan to present an extensive outline concerning the evolution of cinema experiences for customers. Introduced in the early 20th century, we have seen American cinema undergo numerous changes resulting in dramatic customer experiences. Changes such as the addition of sound, color or a third dimension aspect have enticed consumers to flock to nearby theatres and pay prices that continue to rise. However, in recent times we have seen declining numbers in movie ticket sales. This may be attributed to piracy and the many different channels that have emerged for multimedia information to be acquired.
Thesis – The movie industry has constantly experienced change in order to boost ticket sales and attract specific segments of consumers.
I plan to split the report into three eras
I. Early Cinema
a. Invention of cinema and movie theatres
b. Consumer reaction to sound and color
II. Pre-digital Age
a. Beginnings of film oligopoly
b. Mass production of mainstream films
III. Digital Age
a. Mass production of low-cost/independent films
b. Consumer film choices
c. Consumers and piracy
Body
A. After World War 1 cinema became very prominent due to the large disposable incomes of families. The cinema was established as a regular place to spend time.
a. Movie theatres began appearing in urban settings and marketing budgets were on the rise as to how to raise ticket sales.
b. The addition of sound and color led to a surge in ticket sales and revolutionized the way consumers viewed the movie experience.
B. Marketers began to perfect practices when it came to pitching movies and improving crowds. Before the digital age occurred, we saw large advertising budgets and dominant companies.
a. Companies such as MGM studios, Paramount Pictures and Miramax Films began taking over the industry and today are still large players in the cinema market.
b. Studios began playing to consumers interests and eventually started trying to create “blockbuster” movies.
C. In the digital age we see millions of movies being thrown around in many channels. Advertising can be seen everywhere now as marketers repeatedly try to boost ticket sales and limit costs.
a. A change in role occurred with the digital age as independent consumers are able to take advantage of low costs. Consumers now have the ability to produce and distribute their own films.
b. Classical cinema story lines such as western, slapstick comedy, musical and animated cartoon are still largely present but no longer adhere to aged rules.
c. The ability to share files in seconds has decreased consumer interest in the cinema experience. Has piracy changed the consumer’s view of movies (movies are mass-produced and lack substance) or has it affected the experience (the cinema venture has lost value)?
Monday, April 13, 2009
Subscribe to:
Post Comments (Atom)
Alex - The length is fine on this, but I understand your concern because it is probably getting close to the lower limit on what I am expecting for this outline. I know you said you didn't include specific examples in your outline and that is fine too - it is good for now to see the flow. I will say, though, that specific examples will be very important to your paper given your topic (and you probably already know that, but just want to be on record with that suggestion/comment). The one thing I would expect to see in your paper is some commentary about what is happening today, in terms of rising cinema revenues (at least I think that's what I've been hearing on news reports as people talk about movie attendance being up during a recession) and possible coming changes to the cinema experience (especially 3D technology starting to be used more often). You also might want to touch on anything new coming around the corner in terms of how and what you can download and how that might change the movie experience (it wouldn't surprise me to see a movie soon that you can download along with an accompanying website that allows you to interact in a more interesting way with the characters and plot). Although, you can certainly keep the focus on the cinema experience. One thing I will suggest is that you be very explicit about your use of the insights and experiences topics. For example, I would modify your thesis so that it says something more like, "The movie industry has constantly work to enhance/change the cinema experience in order to boost ticket sales and attract specific segments based on specific insights about consumers." If that's not exactly a true statement from your perspective, then certainly alter it (e.g., if the movie industry has actually missed key insights about consumers and, therefore, missed opportunities to enhance the cinema experience). And, then, your paper can focus on the main insights about consumers during each era and the experiences that movie companies tried to create to match those insights (or, again, discussing where they missed the boat). Finally, on the 3D topic, I heard a story yesterday (at least, I could swear it was yesterday) on NPR's All Things Considered - I can't find that podcast, but here is an article with the same focus from USA Today. I think this is an interesting problem in terms of trying to create or implement a new experience and the organizational hurdles to get there (which we'll discuss in an upcoming class a little more).
ReplyDeletehttp://www.usatoday.com/life/movies/news/2009-04-01-three-dimensions-battle_N.htm
Overall, this is looking good and I'm really interested to read your final paper.